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Project: Twisted Fates: Tactics
Project Started: 24th August, 2010 Last Update: 12th September, 2010
Project Owner: HitmanN Project Members:
Project Type: Strategy RPG Project Progress:

Swamp Roots and new features
Posted 5th Sep 10, by HitmanN  
NEW
*Some new scenery items
*Swamp Roots, otherwise harmless plants found near swamps, it slows down movement of characters passing over it by roughly 30%. A poisonous variant is a possible addition in future.
*Rough version of minimap added. Currently shows friendly and enemy unit positions. Can be clicked to view the relative area pointed at with the cursor, etc. It's a minimap, duh.
*Squads can be selected with mouse now. Previously it was keys 1-3 only. Quite basic, just hadn't bothered doing it before.
*Squad data is now stored in an array, and moving between sectors is possible, although only via fixed entry points on each edge. I'm thinking about making it possible to exit and enter a sector from adjacent X/Y position. It'll mean I need to be careful with the map design though, so that characters don't end up spawning inside obstacles and what have you.
*Character data slots condensed. I'll make stuff like attack data, character level, etc available via some sort of pop-up window. It's the kind of stuff you don't really need to have available all the time.

PLANS
I think I've decided on a slightly different progression formula to the game. Originally I was planning to allow the enemies to retake sectors if their numbers grow too great in an adjacent sector. This would've meant running back and forth between sectors to make sure threat levels never grow too big. This will still hold true, but only in a select few areas. Enemies spawn from a magical gate in a sector, and the adjacent sectors can be retaken if the gate is allowed to spawn enough enemies. The result should be that the enemies will be strong in key points of the map, and whenever their numbers grow too big, they'll split the forces by retaking an adjacent sector, resulting in an opportunity to take the gate sector with less resistance, with the cost of allowing other sectors to be retaken while waiting for that to happen. Overall I'm hoping the progression to feel more RPG than RTS... I think. :3

Also of note is the decision to add more 'neutral' enemies, mainly wildlife, like animals, swamp slimes, insects, etc. These will always respawn when re-entering a sector, but they're generally weaker than the intelligent enemies that try to dominate the map. Wildlife can be used as side quest objectives, training targets and as aesthetics to make things look more lively. A sector rich in wildlife may be conquered if no intelligent foes are present.

6 out of the planned 42 sectors total are now mostly designed, aside from couple of houses, NPC's, village decorations and local wildlife. Basically, scenery is those sectors is nearly complete, the rest still in the works.
Preview


Posted by Strife 10th September, 2010

Wow, those graphics make FableQuest look like poop.

Seems like a pretty ambitious system you've got going here. Can't wait to see it in action.
 


 



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